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Improve the NPOT check
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1 changed files with 4 additions and 1 deletions
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@ -555,7 +555,10 @@ OpenGLContext::OpenGLContext() {
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caps_.clipDistanceSupported = gl_extensions.VersionGEThan(3, 0);
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caps_.clipDistanceSupported = gl_extensions.VersionGEThan(3, 0);
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caps_.cullDistanceSupported = gl_extensions.ARB_cull_distance;
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caps_.cullDistanceSupported = gl_extensions.ARB_cull_distance;
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}
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}
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caps_.textureNPOTFullySupported = gl_extensions.IsCoreContext || gl_extensions.GLES3 || gl_extensions.ARB_texture_non_power_of_two || gl_extensions.OES_texture_npot;
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caps_.textureNPOTFullySupported =
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(!gl_extensions.IsGLES && gl_extensions.VersionGEThan(2, 0, 0)) ||
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gl_extensions.IsCoreContext || gl_extensions.GLES3 ||
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gl_extensions.ARB_texture_non_power_of_two || gl_extensions.OES_texture_npot;
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// Interesting potential hack for emulating GL_DEPTH_CLAMP (use a separate varying, force depth in fragment shader):
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// Interesting potential hack for emulating GL_DEPTH_CLAMP (use a separate varying, force depth in fragment shader):
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// This will induce a performance penalty on many architectures though so a blanket enable of this
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// This will induce a performance penalty on many architectures though so a blanket enable of this
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